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Bonjour, j'ai accès aux logiciels substance painter mais pas à la library, je ne peux rien télécharger. Je pensais qu'on avait accès à la librairie si on avait les logiciels ?
Emissive in Iray caps out and is not nearly strong enough for certain renders.You can normally only get the strength to "1" using the sliders in Iray mode.It is possible to get the emissive to "100" if you set it in painter mode and then swap to Iray mode.(this is a bug, but it works in my favor)However, even the "100" is a hard cap that sometimes isn't enough.I'm currently trying to render a car, where the headlights needs to be much brighter than what the emissive setting allows me to set.Since real headlights have pretty small but very strong lightbulbs, they use reflectors to boost that light even more to get sufficient brightness. Even with a reflector being 100% metallic, with 0 roughness, the bounce light is not strong enough whit the emissive getting capped at "100" in painters Iray mode. I also use emissive materials to create bounce lighting in some cases. I can add a surface and add an emissive material to it to simulate light sources in my scene. If I get more co
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
Ever since I updated Substance Painter to the latest version (11.0.0) I haven't been able to open my recent project, doing so causes the program to crash.
Hi!Im using substance painter 11.1, win10, geforce 3060ti latest drivers.When i use Projection tool, its just grey. I dont see any aplha/texture aplied to projection.
Olá, eu possuo a versão vitalícia do substancer da steam e não consigo abrir o programa. Quando coloco para abrir aparece a tela de carregamento com o dragão e depois de um tempo ela some e o substance não abre mais. É até possível ver pela steam que o programa não está mais rodando. Gostaria de ajuda para conseguir resolver esse problema e voltar a utilizar o substance.
Stencil not visible in projection painting in mask paint mode. Stencil is visible if projection painting on a material paint layer, however shows up as gray square if projection painting in a mask. Steps to reproduce: 1. Add mask to any layer.2. Enter projection paint mode 3. Add any texture/alpha/image to grayscale input.4. Cannot see stencil in 3d viewport This issue seems to only affect painting masks as all other channels seem to work correctly. Gray square shown below, but grayscale stencil for painting is applied. Painting on the actual stencil STILL WORKS CORRECTLY, its just you cannot see the stencil you are painting
I am a newbie to Substance Painter so tips and critiques of any kind are welcome. I am making a space ship interior kit for game development. I have many different meshes in one project so I can see the all the parts put together and to make the parts seamlessly connect. Side Question: Several of the parts (floors, ceilings, walls) are the same object in different spots. Is this okay to do? Will I encounter any problems having it like this?I even have multiple variations of the same type of object that overlap. Specifically the corner inserts (one is angled one is "beveled" or flat).As you can see they overlap which is causing problems with baking the mesh maps.It doesn't matter what settings I have, there is always a problem with the mesh maps (this is the result of having only this one object checked and having self occlusion set to "always" or only "same mesh name" does not change anything).Is there a way to bake each mesh's mesh maps separately while they are all in the same projec
Ever since the update yesterday every time I save any Substance Painter project be it new or old it the program crashes. Luckly it does save before it crashes but its annying to keep working if I want to save while working. Im on a MacBook Pro M3 Max 128GB memory. Thanks in advance.
Hi everyone! Since the last update 11.1.0 the program crashes for everything. It happens when opening and closing tabs, and when the program has to process and load the blue bar at the bottom, as well as when creating new fill layers and many other things. It also crashes when changing texture resolution, etc. It crashes practically everywhere. I'm using a laptop with the latest Nvidia Studio 581.57 video driver. It worked without problems for years until this new Substance Painter 11.1.0 update. My laptop specifications: - Asus Strix - Windows 10 Home - Intel Core i7 7700HQ 2.80GHz - 20GB RAM - Nvidia GeForce GTX 1050 4GB - 1TB SSDI submitted a report from Substance Painter when it crashes, but I haven't received a response. I don't know if anyone else is experiencing the same problem. Thank you very much!
Substance Painter crashes on my Mac Studio M1 when I save the file. I have erased drive and installed OS Sequoia 15.7.2I have installed Substance Painter.It still crashes when I try to save the file. ???
Running version 11.1.0 and Substance is stuck saving file. Has been "saving" for about an hour now, which far surpasses the usuall 10-20 seconds. Thinking I'll need to force close but hoping there's a way to resolve this without corrupting my file?
Hello. I am currently working with my first project texturing a Sketchup model in Substance painter. The models will become a MSFS2020/-2024 helipad.I have a very basic understanding of UV-mapping, but I am not very motivated to adjust large and small details manually by making seams and such. I therefore use the automatic UV-unwrapping function available before importing into SP. The building consists of large walls and windows, while also containing smaller details such as keylocks, CCTV cameras, and signs. While the walls, roof and windows are looking ok, the smaller details turn into a blur. I suspect the UV-mapping is making these details too small to really do something about. The question I need to ask is then how you would prepare a building with large and small details for texturing in Substance painter. I appreciate all insight into this issue.
Question.What would be the best course of action to have SP match a game's lighting, emission, enviroment setttings to a game's settings?I am wanting to match SP painting mode rendering screen to the game's enviroment lighting, emissions, etc.Game: World of TanksEngines: Bigworld / HavokSubstance painter does not have render setup for either or anything close that matches.Reason.I have to constantly repaint, adjust metal / rough, ambient occlusion, etc each time I paint a new model, export textures, configure .PNG RGB(sometimes alpha) to be converted to DXT1 or DXT5 DDS file formats.I have to do this every time I want to test all the effects on each model just to see if they look correct in game.2 Pictures included.1 from Substance painter1 from in game garage. shows the best differences.So any help on this would be greatly appreciated..
Environment artist Sherif Dawoud has just created a new Signature Collection for Substance 3D Assets, Welcome to Mireland, focused on the richly atmospheric world of wetlands and marshes. We’ve also just published an interview with Sherif, where he breaks down the creative and technical processes behind this collection, exploring the construction of several key materials, including a highly flexible birch bark system, a mossy swamp-ground surface built from tile-based organic patterns, and terrain materials enriched with customisable grass, leaves, and twig placement. Sherif also shares insights into using displacement-driven workflows in Unreal Engine with Nanite, and how decals, with carefully applied normal exaggeration, can add realistic variation without heavy geometry. Read the interview with Sherif right now!
Heya hope you guys doing well 😄 I am currently using Windows 10 Enterprise LTSC 2021 (21H2) with all available updates and the latest security patches installed. This version of Windows is still officially supported by Microsoft until 2032, which is why it is used widely in environments where long-term stability is required.With the release of Substance Painter 11.1, I noticed that the application no longer installs on Windows 10E LTSC, as it now requires Windows 11. This is surprising because LTSC 2021 is the most recent long-term support release of Windows 10, and it remains fully supported for 7 years. I am writing mainly as a private user, since Windows 10E LTSC is my primary operating system, but I am also looking into this issue on behalf of several companies I support. These companies use Windows 10E LTSC for the same reason: long-term stability and guaranteed support. Many of them rely on other Adobe applications, and the sudden restriction to Windows 11 is creating complicati
Hello! I've been trying to get these vertical lines on the jersey, but they're always stretching out or bleeding to the sides. I want the lines to follow the 3D model nicely (not 2D UV), so they curve along the rig cage, torso area, etc. (like an example of the original texture from the game below).Goal/Example: Problem: I've tried using tri-planar and planar projection, and they don't seem to work well with my model.A couple of things I'm trying to figure out are:- Which method should I use to get the best result? Should I use planar, tri-planar, or something else?- I'm not quite sure if the problem is with the UV map, but I believe it's already working fine.- Do you guys have any suggestions or ideas on how I can make this work? I've been trying to find a solution and tutorials online, but none of them were very helpful.Thanks in advance!
The size of my source file is 409MB. When opening this file, the available video card memory reached 15GB (NVIDIA GeForce RTX 5060 Ti 16GB).My job requires me to use a resolution of 4096. Even if I set the resolution to 2048, the video card memory will soon be exhausted.At the same time, I also need to open the requirements file for the UE engine...
Hello,I started experiencing issue which I dont know where it came from. But when I Add new Fill layer the tilling is automatically set to 1.2 instead of 1 which I have to correct every time I add new fill layer, it if very annoying. Any Idea how to fix that? Thanks
Hello, it would be great if my two suggested improvements to Substance Painter could be added. They would be very useful for my texture creations. These are two tools that exist in Adobe Photoshop: the lasso (all versions) and quick selection (all versions depending on what you want to do) . Thank you in advance if this is done ^^
This issue keeps happening in Substance Painter and it is genuinely destroying my workflow. The “Save failed” error pops up out of nowhere, and it’s not rare it happens occasionally but always at the worst possible moment, causing hours of work to be completely trashed. I don’t understand how a professional software can fail at something as basic as saving a file. Instead of helping me create, it actively makes my work worse and pushes me back. It’s incredibly frustrating to use a tool that risks losing everything I’ve done, and I honestly expect a lot more stability from software at this level.
I was used substance painter to paint my texture at school last week ,and today I open it show this message. is there anywhere to fix it?
Im using user channels inside of my project and wondered if there is an efficient way to reference the data in there inside of other channels . ex User1 to albedoI have a method setup where i use a custom substance designer graph as a filter to send over that data but it forces me to use a passthrough blending mode on the layer where i want to reference the data inside of that user channel.Which isnt as efficient as id like it to be. Another way would be anchorpoints which is also sounds like a slow way to do it because im trying doing this referencing for each materialgroup i have
While previewing a model in the Substance Painter viewport, the fans on my GPU suddenly ramp up to around 4000 RPM. The GPU load becomes very high, but this issue never happened before.This problem started after I lubricated the fans on my graphics card.
Are there any ways to profile the computational intensity of layers inside of a substance painter file and if not i guess id have this as a feature request.Ive run into the issue that when setting up workflows that go beyond the fill layer and a tiling noise that its hard to know how well its really performing and where sometimes the laggyness while painting comes fromSubstance designer has a way to see the calculation time of individual nodes so it would be great to have an equivalent inside of that inside of painter with callouts . exposure to the python api would be a plus.
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